Colony Quest Charts

Colonial Point Chart               Expense Chart               Peace Terms Chart              Naval Forces Chart

       Starting Forces Chart               Victory Chart             Production Bonus Chart       Combat Modifiers Chart

    Naval Interception Chart       Space Information Chart      Sequence of Events

 

COLONIAL CHIP CHART
Action CP Cost GP Cost Notes
Declare War -5 -  
Form Alliance +2 -  
Break Alliance -3 -  
Break Alliance For Refused Aid 0 -

Players may not re-ally for 3 turns. 

Sign Non-Aggression Pact 0 - Players indicate length of pact.
Break Non-Aggression Pact -4 - Done by declaring war.
Negotiated Peace Settlement 0 - No terms are chosen
Surrender Conditionally -5 - Enforced peace for 3 turns.
Accept Conditional Surrender +7 - Victor may choose 1 peace term.
Surrender Unconditionally -7 - Enforced peace for 4 turns.
Accept Unconditional Surrender +10 - Victor may choose 1 peace term.
Capture Uncivilized Territory +1 -  
Win Land Battle +1 -  
Win Naval Battle +1 -  
Sink A Capital Ship +1 - During naval combat.
Lose Land Battle -1 -  
Lose Naval Battle -1 -  
Have A Capital Ship Sunk -1 - During naval combat.
Destroy Naval Fortification +2 -  
Successfully Defend Attack On Naval Fortification +1 -  
Violating Another Power's Claim - +2 2 GP's awarded to victim against violating power.
Defending Against Non-Belligerent Power - +3 3 GP's awarded to victim against defending power.
Allowing Ally To Attack A Non-Belligerent From Your Own Territory    
- +3 3 GP's awarded to victim against violating power.
Having Your Forces Interned By Another Power - +1 1 GP's awarded to interning power against troop owner.

 

Peace Terms Chart
TERM Mutual Peace Conditional Surrender Unconditional Surrender
A No Terms Surrender 1 territory. Surrender up to 3 territories.
B   Give 25% of income for 2 turns. Give 50% of income for 3 turns.
C   Surrender 1 support ship. Surrender 1 capital ship or 2 support ships.
D   Scuttle 1 capital ship. Scuttle 2 capital ships.
E   Disband 1 land unit. Disband 3 land units.
F   No land unit production 1 turn. No land unit production for 3 turns.
G   No ship production 1 turn. No ship production for 3 turns.
H   Confine fleets to port for 1 turn. Confine fleets to port for 3 turns.
  No terms chosen Each victor may choose 1 term. Each victor may choose 1 term.
  Political Results Enforced peace for 3 turns. Enforced peace for 4 turns.

 

 

  Expense Chart
Item Cost Turns Notes
LAND Guard 15 1 Each nation limited to 8 at one time.
Regular 10 1 Each nation limited to 25 at one time.
Artillery 20 1 Each nation limited to 6 at one time.
Mounted Infantry 25 1 Each nation limited to 4 at one time.
Colonial 5 1 Each nation limited to 30 at one time.
Battle Supply Point 15 1 No limits
  Upgrade To Colony 400 1 Make eligible Protectorate a Colony
NAVAL Dreadnaught 330 1  
Battlecruiser 270 1  
Battleship 240 1  
Cruiser 220 1  
Destroyer 125 1  
Merchant Ship 100 1  
Naval Fort 175 1 Begins with 4 CH or 6 CH after 1895.
Naval Fort +1 CH 10 1 Upgrade or repair
Naval Fort 1895+ upgrade 30 1 Modernize pre 1895 fort
Port Facility 65 1  
Port Repair +1 CH 5 1  

 

 

National Production Bonus Chart

Nation Spaces for £25 Bonus + 1 Additional National Troop Build Spaces for £50 Bonus +2 Additional National Troop Build
Britain 15 20
France 12 17
Germany 8 13
Spain 5 8
Italy 4 7
Portugal 5 8
This chart shows the number of spaces required for a nation to obtain bonus funds and increased national land unit production. The nation is awarded the bonus funds each turn they meet or surpass the space requirements.

 

 

VICTORY CHART

Colonial Point Earnings Needed For Victory

Nation CP Level Needed for Victory Game Ending Victory Level Starting Per Turn CP Level Current CP Total CP +/- Schedule
Britain 45 60 17.00 17.00 -28.00
France 32 47 14.00 14.00 -18.00
Germany 11 27 0.00 0.00 -11.00
Portugal 11 26 10.50 10.50 -.50
Italy 8 23 0.00 0.00 -8.00
Spain 7 22 0.00 0.00 -7.00
This chart shows the number of colonial points needed to be considered a victor.  It also shows the number of points needed by each country which would bring the game to an immediate end.  The Starting Per Turn CP Level column indicates what level the country began the game at, while the Current CP Total column shows the current per turn earning level.  The CP +/- Schedule column shows how far ahead or behind a country is from their base victory level.  This chart will be updated by the moderator each turn.

 

 

Naval Forces Pre 1895 SH Post 1895 SH   May Be Built Starting
Type NG CH Tran Class
Merchant Ship N/A 1 N/A N/A 1 Support 1880
Destroyer 2 2 2 1 0 Support 1890
Cruiser 5 4 6 3 0 Capital 1895
Battleship 4 4 5 1 0 Capital 1880
Battlecruiser 8 6 8 4 0 Capital 1895
Dreadnaught 10 12 9 5 0 Capital 1895
Naval Fortification 5 4 6 4 N/A Fort 1880
Modern Naval Fort 11 6 9 5 N/A Fort 1895
Ratings: NG=Naval Gunnery (chance in 10 of hitting target), CH=Critical Hit (# of hits ship can sustain before sinking. A ship is considering crippled when at 1/2 normal CH. Crippled ships may only move 1 sea zone per turn hand have their NG halved.), SH=Solid Hit (change in 10 of hit doing 2 CH against target). Tran=Number of land units ship may transport. Class=Ship type classification. A single fleet may contain a max of 10 capital and 20 support ships.

 

Starting Forces Chart

 

LAND FORCES

NAVAL FORCES

Nation

National Income

Mtd. Infantry

Guard Artillery Regulars Colonials

Total Units

Ship: Battleship Ship: Merchant

Total Ships

# Quality # Quality # Quality # Quality # Quality
Britain

£ 275

0 D10+1 1 D12+1 2 D10+1 10 D10+1 5 D6 18 26 7 33
France £ 240 0 D10 1 D12 1 D10 8 D10 2 D6 12 10 5 15
Germany £ 175 0 D10+1 1 D12+1 1 D10+1 8 D10+1 0 D6 10 7 5 12
Spain £ 150 0 D8 1 D10 0 D8 8 D8 0 D6 9 6 4 10
Italy £ 160 0 D8 1 D10 0 D8 3 D8 0 D6 4 7 2 9
Portugal £ 175 0 D8 1 D10 0 D8 3 D8 2 D6 6 6 4 10

 

Combat Modifiers
Combat Round Mod Notes
Artillery Brigade Present +1 Maximum Adjustment +2
     
Battle Die Round    
Outnumber opponent in artillery +1  
Mounted Infantry Brigade present +1  
For every 2 casualties inflicted +1  
Fighting against natives only +2  

 

Naval Interception Chart
Movement Modes PT & PT PT & BK PT & EV EV & BK EV & EV
Open Sea 80% - 10% - 0%
Coastal 100% - 25% - 0%
Port/Harbor 100% 100% 50% 80% 0%
Sea Type % is the chance in 100 for fleet interception.
PT= Patrol mode; BK= Blockade mode; EV= Evasive mode

 

 

Colony Quest:

by the

GRIDCO Game Company ©2002

 

 

Last Updated on 8/28/2002
By Webmaster@gridcogames.com